本文整理汇总了Python中timer.Timer.run方法的典型用法代码示例。如果您正苦于以下问题:Python Timer.run方法的具体用法?Python Timer.run怎么用?Python Timer.run使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类timer.Timer
的用法示例。
在下文中一共展示了Timer.run方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import run [as 别名]
class Game:
def __init__(self, REALWIDTH, REALHEIGHT, GAMEWIDTH, GAMEHEIGHT):
"""
peaklass
"""
global levelTime
pygame.init()
self.width = GAMEWIDTH
self.height = GAMEHEIGHT
self.realwidth = REALWIDTH
self.realheight = REALHEIGHT
self.screen = pygame.display.set_mode((self.realwidth,self.realheight))
pygame.mouse.set_cursor((8,8),(0,0),(0,0,0,0,0,0,0,0),(0,0,0,0,0,0,0,0)) # tavaline hiir n'htamatuks
self.welcomeScreen = pygame.image.load('Pics/gameAvaekraan4.png').convert()
self.statboard = pygame.image.load("Pics/statboard3.png").convert()
self.pauseScreen = pygame.image.load('Pics/paused.png').convert_alpha()
self.speedpot = pygame.image.load("Pics/speedpot.png").convert_alpha()
self.hppot2 = pygame.image.load("Pics/2HPpot.png").convert_alpha()
self.hppot5 = pygame.image.load("Pics/5HPpot.png").convert_alpha()
self.background = pygame.transform.scale((pygame.image.load("Pics/spacev3.png").convert()), (1024,768))
self.MachineGun = pygame.transform.scale((pygame.image.load("Pics/machinegun.png").convert_alpha()), (60,40))
self.ShotGun = pygame.transform.scale((pygame.image.load("Pics/shotgun.png").convert_alpha()), (60,40))
self.HandGun = pygame.transform.scale((pygame.image.load("Pics/handgun2.png").convert_alpha()), (50,50))
self.bg_imgRect = self.background.get_rect()
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096)
pygame.mixer.music.load('Sounds/track1_track2.mp3') # <--------------------------------------------------------- SIIN TAUSTAMUSS
pygame.mixer.music.play(-1) # maitu korda m'ngib
self.music_playing = 1
self.play_sounds = 1
"""
kiirus - bloki kiirusW
maxw - maksimaalne laius
maxh - maksimaaline pikkus
lykkab - mitu pixlit lykkab eemale kokkuporkel
dmg - mitu dmg teeb lykkamisega
"""
self.blokityyp = {
"tavaline" : {
"maxKiirus" : 0.2, # bloki maksimaalne kiirus
"lykkab" : 0, # lykkamistugevus
"dmg" : 0, # dmg kokkuporkel
"img" : "Pics/tavalineblokkBlurred.png"
},
"lykkaja" : {
"maxKiirus" : 0.5,
"lykkab" : 200,
"dmg" : 2,
"img" : "Pics/lykkajablokkBlurred.png"
}
}
self.enemytype = {
"tavaline" : {
"elusi" : 1,
"img" : "Pics/tavalinevastane30x30.png",
"speed" : 0.1,
"dmg" : 1
},
"tulistaja" : {
"elusi" : 2,
"img" : "Pics/tulistajavastane40x40_2.png",
"speed" : 0.05,
"dmg" : 2,
"weapon" : 1,
"delay" : 1
},
"boss" : {
"boss" : 1,
"elusi" : 10,
"img" : "Pics/boss.png",
"speed" : 0.1,
"dmg" : 1000,
"weapon" : 1,
"delay" : 1
}
}
self.blokid = []
self.pahad = []
self.laserid = []
self.lained = []
pygame.font.get_fonts()
self.font=pygame.font.SysFont('bauhaus93',35)
self.level = 1
self.levelTime = levelTime
self.levelTimer = Timer(self.levelTime)
self.run = True
self.mouseHolding = False
self.gaming = False
#.........这里部分代码省略.........
示例2: print
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import run [as 别名]
print(message.format(*args, now=now))
def one(timer):
format_time("{now}: Called One")
def two(timer):
format_time("{now}: Called Two")
def three(timer):
format_time("{now}: Called Three")
class Repeater:
def __init__(self):
self.count = 0
def repeater(self, timer):
format_time("{now}: repeat {0}", self.count)
self.count += 1
timer.call_after(5, self.repeater)
timer = Timer()
timer.call_after(1, one)
timer.call_after(2, one)
timer.call_after(2, two)
timer.call_after(4, two)
timer.call_after(3, three)
timer.call_after(6, three)
repeater = Repeater()
timer.call_after(5, repeater.repeater)
format_time("{now}: Starting")
timer.run()
开发者ID:Dennitizer,项目名称:Python_Master-the-Art-of-Design-Patterns,代码行数:32,代码来源:1261_07_26_timer_test.py
示例3: Mees
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import run [as 别名]
class Mees(object): # peamees
global SCREEN_WIDTH, SCREEN_HEIGHT # ekraani laius ja pikkus
def __init__(self):
#pygame.mixer.init(frequency=22050, size=-16, channels=4)
self.saund = pygame.mixer.Sound("Sounds/singleshot.wav")
self.saund.set_volume(0.2)
self.chan = pygame.mixer.find_channel()
self.saund2 = pygame.mixer.Sound("Sounds/teleport2.wav")
self.saund2.set_volume(0.8)
self.chan2 = pygame.mixer.find_channel()
self.saund3 = pygame.mixer.Sound("Sounds/pickup.wav")
self.saund3.set_volume(0.8)
self.chan3 = pygame.mixer.find_channel()
self.saund4 = pygame.mixer.Sound("Sounds/slurp.wav")
self.saund4.set_volume(1)
self.chan4 = pygame.mixer.find_channel()
self.lives = 7 # mitu elu mehel
self.rect = Rect(30,SCREEN_HEIGHT-100,10,10) # ta kast
self.image = pygame.transform.scale((pygame.image.load("Pics/Kappa.png").convert_alpha()), (30,30))
self.imageDisco = pygame.transform.scale((pygame.image.load("Pics/discokappa.png").convert_alpha()), (30,30))
self.image2 = pygame.image.load('Pics/Untitled.png').convert_alpha()
self.image2Rect = self.image2.get_rect()
self.newRect = self.image.get_rect()
self.rect.w = self.newRect[2]
self.rect.h = self.newRect[3]
self.speed = 0.8 # kiirus
self.bullets = [] # valjalastud kuulid
self.bulletCount = 20 # kuulide arv
self.font=pygame.font.Font(None,30)
#voimalikud relvad
self.relvad = {
"handgun" :
{ "dmg" : 1, # palju relv dmg teeb
"speed" : 2, # kui kiirelt kuul lendabs
"hoida" : 0, # kas automaat
"bullets" : 12, # palju kuule
"pide" : 12, # palju pide hoiab
"kokku" : -1 # palju kokku kuule
},
"machinegun" :
{ "dmg" : 1,
"speed" : 4,
"hoida" : 1,
"bullets" : 50,
"pide" : 50,
"kokku" : 300,
"vahe" : 0.2 # kuulide laskmis vahe ajaliselt automaatselt
},
"pump" :
{ "dmg" : 1,
"speed" : 2,
"hoida" : 0,
"bullets" : 8,
"pide" : 8,
"kokku" : 72,
}
}
self.potid = {
0 :
{
"heals" : 2,
#"img" : "Pics/2HPpot.png"
},
1 :
{
"heals" : 5
#"img" : "Pics/5HPpot.png"
},
2 :
{
"speed" : 1,
"time" : 20
}
}
self.relv = "handgun" # mis relv hetkel
self.relvakogu = ["handgun","machinegun"]
self.potikogu = []
self.shootTimer = Timer(1)
self.speedTimer = Timer(0)
self.shootTimer.run()
self.koos = []
self.saiJuurde = 0
self.dead = 0
self.ulti = 5
def update_logic(self):
self.shootTimer.update()
self.speedTimer.update()
#.........这里部分代码省略.........
示例4: PyTetrisModel
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import run [as 别名]
class PyTetrisModel(object):
blockList = {"I": Block([[1, 1, 1, 1]]),
"J": Block([[1, 0, 0],
[1, 1, 1]]),
"L": Block([[0, 0, 1],
[1, 1, 1]]),
"O": Block([[1, 1],
[1, 1]]),
"S": Block([[0, 1, 1],
[1, 1, 0]]),
"T": Block([[0, 1, 0],
[1, 1, 1]]),
"Z": Block([[1, 1, 0],
[0, 1, 1]])}
blockColorList = [(0, 0, 0),
(194, 54, 33),
(37, 188, 36),
(173, 173, 39),
(73, 46, 255),
(211, 56, 211),
(51, 187, 200),
(203, 204, 205)]
def __init__(self):
self._state = "initialized"
self._difficulty = 'crazy'
# map 以左上角为原点,从左往右是 x 正方向,从上往下是 y 正方向。
#
# (0, 0) (1, 0) (2, 0) ... (9, 0)
# (0, 1) (1, 1) (2, 1) ... (9, 1)
# ... ... ... ... ...
# (0, 19) (1, 19) (2, 19) ... (9, 19)
#
self.map = Block([[None]*10 for i in range(20)])
self.timer = None
self.next_block = Block([[]])
self.active_block = Block([[]])
self.active_block_position = (0, 0)
self.gameover_callback = None
# 在按左右方向键时,可能会和正在对自身进行访问的 tick 函数造成的冲突。
# 所以这儿准备一个 Lock 。
self.lock = Lock()
self.score = 0
@property
def difficulty(self):
return self._difficulty
@difficulty.setter
def difficulty(self, value):
if self.state == "initialized":
if value in DIFFICULTY.keys():
self.difficulty = value
else:
raise NoSuchDifficulty
else:
raise WrongState
@property
def state(self):
return self._state
@state.setter
def state(self, value):
stderr.write("model: set state to " + str(value) + "\n")
self._state = value
def start(self):
if self.state == "initialized":
self.state = "start"
self.timer = Timer(target=self.tick,
interval=DIFFICULTY[self.difficulty]['interval'])
self.timer.run()
else:
stderr.write("model: the state is not initialized, can not start the game")
def pause(self):
self.timer.pause()
def resume(self):
self.timer.resume()
def press_arrow_key(self, direction):
if self.state == "falling":
with self.lock:
#.........这里部分代码省略.........